• Google Beam Hands-On: The Most Lifelike 3D Video Calling That Didn’t Totally Blow Me Away

    After Android XR smart glasses, I was most excited to try out Google Beam, a shrunken and commercialized version of Project Starline 3D video calling booth that Google has been plugging away at over the past couple of years. Seemingly everyone who has tried Project Starline has told me how mind-blowing it is to video call with someone inside of what’s essentially a glasses-free 3D TV, and feel like they’re really sitting in front of them. I finally got the opportunity to try the technology at Google I/O 2025—it’s impressive, but it’s far from some perfect replication of the person you’re talking with. Let me just repeat myself so there’s no confusion: that Google can replicate a person from a bunch of 2D videos that are then stitched together into 3D using a custom AI neural network is nothing short of wizardry. The 3D person inside of the screen really feels as if they’re sitting across the table. In my demo, which was actually using the older Project Starline setup and not the more compact one HP is making, a friendly guy named Jerome, who said he was being streamed from Seattle, Wash. to my screen in Mountain View, Calif., reached out to hand me an apple that was in his hand, and I instinctively tried to grab it. A few beats later, when he told me the demo was over, we high-fived—I, again, did it without much thought. All the while, during our 1-2 minute convo, we made eye contact, smiled, and laughed, as if we were together IRL. It was all very… normal. Ridiculously short as my demo was, the limitations of the current version of 3D video calling technology were immediately obvious as soon as I sat down in front of the TV “booth.” When Jerome appeared on the screen, I could see that the 3D render of him was jittering very slightly. The entire time, I could see the slightly horizontal jitters as he moved around. The closest thing I can compare it to is like slightly jittery TV scanlines—but it was something that I noticed right away and became fixated on.

    Another limitation is the camera tracking and viewing angle—it only really works looking at it dead center. Whenever I shifted my chair to the left or right, Jerome’s picture darkened and became distorted. Even with an 8K resolution, the light field display still looked grainy. I also noticed that if you try to “look around” the other person’s body, there’s nothing there. It’s just… empty particle-like space. That makes sense because Beam/Starline’s cameras are only capturing the front and parts of a person’s sides, not back angles. If you’ve ever seen the back of a person’s portrait mode photo, you’ll know there’s just no captured data back there. I’m also suspicious as hell about how well Beam works in less-than-optimal lighting. The room I was in had nicely diffused lighting. I suspect that the image quality might be greatly degraded with dimmer lighting. There would probably be some real noticeable image noise. I should also note that my chat with Jerome was actually my second demo. My first demo was with a guy named Ryan. The experience was equally as brief, but Starline crashed and his image froze, and I had to be transferred to Jerome. Prototypes! Sure, Zoom calls can freeze up too, but you know what doesn’t freeze up? Real-life conversations in person.

    Because these units were Project Starline ones—the cameras and speaker modules were attached to the sides of the screen instead of built into them—there’s no way to know whether Google Beam is a more polished product or not. I really expected to have my mind blown like everyone else, but because it felt so natural, the whole experience didn’t quite make me freak out. And I’m known for freaking out when some new technology seems amazing. Maybe that’s a blessing in disguise—there’s no shock factor, which means the Beam/Starline technology has done its jobgetting out of the way to allow for genuine communication.
    #google #beam #handson #most #lifelike
    Google Beam Hands-On: The Most Lifelike 3D Video Calling That Didn’t Totally Blow Me Away
    After Android XR smart glasses, I was most excited to try out Google Beam, a shrunken and commercialized version of Project Starline 3D video calling booth that Google has been plugging away at over the past couple of years. Seemingly everyone who has tried Project Starline has told me how mind-blowing it is to video call with someone inside of what’s essentially a glasses-free 3D TV, and feel like they’re really sitting in front of them. I finally got the opportunity to try the technology at Google I/O 2025—it’s impressive, but it’s far from some perfect replication of the person you’re talking with. Let me just repeat myself so there’s no confusion: that Google can replicate a person from a bunch of 2D videos that are then stitched together into 3D using a custom AI neural network is nothing short of wizardry. The 3D person inside of the screen really feels as if they’re sitting across the table. In my demo, which was actually using the older Project Starline setup and not the more compact one HP is making, a friendly guy named Jerome, who said he was being streamed from Seattle, Wash. to my screen in Mountain View, Calif., reached out to hand me an apple that was in his hand, and I instinctively tried to grab it. A few beats later, when he told me the demo was over, we high-fived—I, again, did it without much thought. All the while, during our 1-2 minute convo, we made eye contact, smiled, and laughed, as if we were together IRL. It was all very… normal. Ridiculously short as my demo was, the limitations of the current version of 3D video calling technology were immediately obvious as soon as I sat down in front of the TV “booth.” When Jerome appeared on the screen, I could see that the 3D render of him was jittering very slightly. The entire time, I could see the slightly horizontal jitters as he moved around. The closest thing I can compare it to is like slightly jittery TV scanlines—but it was something that I noticed right away and became fixated on. Another limitation is the camera tracking and viewing angle—it only really works looking at it dead center. Whenever I shifted my chair to the left or right, Jerome’s picture darkened and became distorted. Even with an 8K resolution, the light field display still looked grainy. I also noticed that if you try to “look around” the other person’s body, there’s nothing there. It’s just… empty particle-like space. That makes sense because Beam/Starline’s cameras are only capturing the front and parts of a person’s sides, not back angles. If you’ve ever seen the back of a person’s portrait mode photo, you’ll know there’s just no captured data back there. I’m also suspicious as hell about how well Beam works in less-than-optimal lighting. The room I was in had nicely diffused lighting. I suspect that the image quality might be greatly degraded with dimmer lighting. There would probably be some real noticeable image noise. I should also note that my chat with Jerome was actually my second demo. My first demo was with a guy named Ryan. The experience was equally as brief, but Starline crashed and his image froze, and I had to be transferred to Jerome. Prototypes! Sure, Zoom calls can freeze up too, but you know what doesn’t freeze up? Real-life conversations in person. Because these units were Project Starline ones—the cameras and speaker modules were attached to the sides of the screen instead of built into them—there’s no way to know whether Google Beam is a more polished product or not. I really expected to have my mind blown like everyone else, but because it felt so natural, the whole experience didn’t quite make me freak out. And I’m known for freaking out when some new technology seems amazing. Maybe that’s a blessing in disguise—there’s no shock factor, which means the Beam/Starline technology has done its jobgetting out of the way to allow for genuine communication. #google #beam #handson #most #lifelike
    Google Beam Hands-On: The Most Lifelike 3D Video Calling That Didn’t Totally Blow Me Away
    gizmodo.com
    After Android XR smart glasses, I was most excited to try out Google Beam, a shrunken and commercialized version of Project Starline 3D video calling booth that Google has been plugging away at over the past couple of years. Seemingly everyone who has tried Project Starline has told me how mind-blowing it is to video call with someone inside of what’s essentially a glasses-free 3D TV, and feel like they’re really sitting in front of them. I finally got the opportunity to try the technology at Google I/O 2025—it’s impressive, but it’s far from some perfect replication of the person you’re talking with. Let me just repeat myself so there’s no confusion: that Google can replicate a person from a bunch of 2D videos that are then stitched together into 3D using a custom AI neural network is nothing short of wizardry. The 3D person inside of the screen really feels as if they’re sitting across the table. In my demo, which was actually using the older Project Starline setup and not the more compact one HP is making, a friendly guy named Jerome, who said he was being streamed from Seattle, Wash. to my screen in Mountain View, Calif., reached out to hand me an apple that was in his hand, and I instinctively tried to grab it. A few beats later, when he told me the demo was over, we high-fived—I, again, did it without much thought. All the while, during our 1-2 minute convo, we made eye contact, smiled, and laughed, as if we were together IRL. It was all very… normal. Ridiculously short as my demo was, the limitations of the current version of 3D video calling technology were immediately obvious as soon as I sat down in front of the TV “booth.” When Jerome appeared on the screen, I could see that the 3D render of him was jittering very slightly. The entire time, I could see the slightly horizontal jitters as he moved around. The closest thing I can compare it to is like slightly jittery TV scanlines—but it was something that I noticed right away and became fixated on. Another limitation is the camera tracking and viewing angle—it only really works looking at it dead center. Whenever I shifted my chair to the left or right, Jerome’s picture darkened and became distorted. Even with an 8K resolution, the light field display still looked grainy. I also noticed that if you try to “look around” the other person’s body, there’s nothing there. It’s just… empty particle-like space. That makes sense because Beam/Starline’s cameras are only capturing the front and parts of a person’s sides, not back angles. If you’ve ever seen the back of a person’s portrait mode photo (see below), you’ll know there’s just no captured data back there. I’m also suspicious as hell about how well Beam works in less-than-optimal lighting. The room I was in had nicely diffused lighting. I suspect that the image quality might be greatly degraded with dimmer lighting. There would probably be some real noticeable image noise. I should also note that my chat with Jerome was actually my second demo. My first demo was with a guy named Ryan. The experience was equally as brief, but Starline crashed and his image froze, and I had to be transferred to Jerome. Prototypes! Sure, Zoom calls can freeze up too, but you know what doesn’t freeze up? Real-life conversations in person. Because these units were Project Starline ones—the cameras and speaker modules were attached to the sides of the screen instead of built into them—there’s no way to know whether Google Beam is a more polished product or not. I really expected to have my mind blown like everyone else, but because it felt so natural, the whole experience didn’t quite make me freak out. And I’m known for freaking out when some new technology seems amazing. Maybe that’s a blessing in disguise—there’s no shock factor (not for me, at least), which means the Beam/Starline technology has done its job (mostly) getting out of the way to allow for genuine communication.
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  • Singleton Arts and Cultural Centre / BKA Architecture

    Singleton Arts and Cultural Centre / BKA ArchitectureSave this picture!© Brett Boardman Photogrpahy

    Architects:
    BKA Architecture
    Area
    Area of this architecture project

    Area: 
    610 m²

    Year
    Completion year of this architecture project

    Year: 

    2022

    Photographs

    Photographs:Brett Boardman Photogrpahy

    Lead Architects:

    John Baker

    More SpecsLess Specs
    this picture!
    Text description provided by the architects. The new Singleton Arts and Cultural Centre encourages fresh and exciting creative opportunities in the Hunter Valley region for locals and tourists alike. Each year, visitors flock to this area of NSW to appreciate the food, wine, and other locally made items. The new building aims to promote creative activities by providing space for functions and local art shows and offering the rural community access to international exhibitions.this picture!Perhaps most importantly, the space maintains flexibility throughout, catering to various demographics and changes in exhibitions. The innovative design is 'future-proofed' to allow for easy expansion. Windows of differing shapes perforate the concrete envelope, providing a spectrum of perspectives. The punctured wall fosters interactions between the internal gallery and external sculpture court, extending the art-viewing experience. The main gallery is flexible and open, allowing for easier transformation of the space for various exhibitions and community functions, with space for both permanent and new exhibitions.this picture!this picture!this picture!this picture!Exposed steel beams cross the space, revealing the services above in a gesture that adheres to the project's material honesty. Industrial in nature, the material palette is further expressed through the tilt-up concrete walling, which keeps the structure economical while establishing a heavy base in contrast to the lighter steel roofing and structure. The inclusion of photovoltaic cells and a high-efficiency specialised mechanical system with humidification control supports the sustainability of the design while reducing costs associated with energy consumption.this picture!The project shares its site with the existing Visitor's Information Centre, and as a result, the new building manages a dichotomy between forging its own visual identity and recognising its neighbouring structure. The gallery has been angled to open the outside courtyard that connects the gallery to the VIC. Occupants can enter through this courtyard or the VIC, and the floor level of the gallery has been raised to match the height of the existing building since the site is located on a floodplain.this picture!Down the corridor, two artists' studios are equipped with wet areas that connect to the main building. The studios are distinct in form, planning, and colour. Vivid red steel cladding and steep roof forms solidify the new building as a future icon in the Hunter Valley. With these bold sloping roof forms, the gallery emerges from the parkland site as one travels along the busy New England Highway, a thoroughfare for tourists.this picture!Throughout the design and building process, BKA Architecture effectively managed a range of sub-consultants and stakeholders. The JV3 Energy modelling assessment undertaken in the early design stages informed a flexible and cost-effective design with increased energy performance. Sub-consultants collaborated with BKA and one another to meet deadlines at different stages of the design process, producing a high-quality outcome that adds value to both the local and wider community.this picture!

    Project gallerySee allShow less
    Project locationAddress:Singleton, AustraliaLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeBKA ArchitectureOffice•••
    Published on May 21, 2025Cite: "Singleton Arts and Cultural Centre / BKA Architecture" 21 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否
    You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    #singleton #arts #cultural #centre #bka
    Singleton Arts and Cultural Centre / BKA Architecture
    Singleton Arts and Cultural Centre / BKA ArchitectureSave this picture!© Brett Boardman Photogrpahy Architects: BKA Architecture Area Area of this architecture project Area:  610 m² Year Completion year of this architecture project Year:  2022 Photographs Photographs:Brett Boardman Photogrpahy Lead Architects: John Baker More SpecsLess Specs this picture! Text description provided by the architects. The new Singleton Arts and Cultural Centre encourages fresh and exciting creative opportunities in the Hunter Valley region for locals and tourists alike. Each year, visitors flock to this area of NSW to appreciate the food, wine, and other locally made items. The new building aims to promote creative activities by providing space for functions and local art shows and offering the rural community access to international exhibitions.this picture!Perhaps most importantly, the space maintains flexibility throughout, catering to various demographics and changes in exhibitions. The innovative design is 'future-proofed' to allow for easy expansion. Windows of differing shapes perforate the concrete envelope, providing a spectrum of perspectives. The punctured wall fosters interactions between the internal gallery and external sculpture court, extending the art-viewing experience. The main gallery is flexible and open, allowing for easier transformation of the space for various exhibitions and community functions, with space for both permanent and new exhibitions.this picture!this picture!this picture!this picture!Exposed steel beams cross the space, revealing the services above in a gesture that adheres to the project's material honesty. Industrial in nature, the material palette is further expressed through the tilt-up concrete walling, which keeps the structure economical while establishing a heavy base in contrast to the lighter steel roofing and structure. The inclusion of photovoltaic cells and a high-efficiency specialised mechanical system with humidification control supports the sustainability of the design while reducing costs associated with energy consumption.this picture!The project shares its site with the existing Visitor's Information Centre, and as a result, the new building manages a dichotomy between forging its own visual identity and recognising its neighbouring structure. The gallery has been angled to open the outside courtyard that connects the gallery to the VIC. Occupants can enter through this courtyard or the VIC, and the floor level of the gallery has been raised to match the height of the existing building since the site is located on a floodplain.this picture!Down the corridor, two artists' studios are equipped with wet areas that connect to the main building. The studios are distinct in form, planning, and colour. Vivid red steel cladding and steep roof forms solidify the new building as a future icon in the Hunter Valley. With these bold sloping roof forms, the gallery emerges from the parkland site as one travels along the busy New England Highway, a thoroughfare for tourists.this picture!Throughout the design and building process, BKA Architecture effectively managed a range of sub-consultants and stakeholders. The JV3 Energy modelling assessment undertaken in the early design stages informed a flexible and cost-effective design with increased energy performance. Sub-consultants collaborated with BKA and one another to meet deadlines at different stages of the design process, producing a high-quality outcome that adds value to both the local and wider community.this picture! Project gallerySee allShow less Project locationAddress:Singleton, AustraliaLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeBKA ArchitectureOffice••• Published on May 21, 2025Cite: "Singleton Arts and Cultural Centre / BKA Architecture" 21 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream #singleton #arts #cultural #centre #bka
    Singleton Arts and Cultural Centre / BKA Architecture
    www.archdaily.com
    Singleton Arts and Cultural Centre / BKA ArchitectureSave this picture!© Brett Boardman Photogrpahy Architects: BKA Architecture Area Area of this architecture project Area:  610 m² Year Completion year of this architecture project Year:  2022 Photographs Photographs:Brett Boardman Photogrpahy Lead Architects: John Baker More SpecsLess Specs Save this picture! Text description provided by the architects. The new Singleton Arts and Cultural Centre encourages fresh and exciting creative opportunities in the Hunter Valley region for locals and tourists alike. Each year, visitors flock to this area of NSW to appreciate the food, wine, and other locally made items. The new building aims to promote creative activities by providing space for functions and local art shows and offering the rural community access to international exhibitions.Save this picture!Perhaps most importantly, the space maintains flexibility throughout, catering to various demographics and changes in exhibitions. The innovative design is 'future-proofed' to allow for easy expansion. Windows of differing shapes perforate the concrete envelope, providing a spectrum of perspectives. The punctured wall fosters interactions between the internal gallery and external sculpture court, extending the art-viewing experience. The main gallery is flexible and open, allowing for easier transformation of the space for various exhibitions and community functions, with space for both permanent and new exhibitions.Save this picture!Save this picture!Save this picture!Save this picture!Exposed steel beams cross the space, revealing the services above in a gesture that adheres to the project's material honesty. Industrial in nature, the material palette is further expressed through the tilt-up concrete walling, which keeps the structure economical while establishing a heavy base in contrast to the lighter steel roofing and structure. The inclusion of photovoltaic cells and a high-efficiency specialised mechanical system with humidification control supports the sustainability of the design while reducing costs associated with energy consumption.Save this picture!The project shares its site with the existing Visitor's Information Centre (VIC), and as a result, the new building manages a dichotomy between forging its own visual identity and recognising its neighbouring structure. The gallery has been angled to open the outside courtyard that connects the gallery to the VIC. Occupants can enter through this courtyard or the VIC, and the floor level of the gallery has been raised to match the height of the existing building since the site is located on a floodplain.Save this picture!Down the corridor, two artists' studios are equipped with wet areas that connect to the main building. The studios are distinct in form, planning, and colour. Vivid red steel cladding and steep roof forms solidify the new building as a future icon in the Hunter Valley. With these bold sloping roof forms, the gallery emerges from the parkland site as one travels along the busy New England Highway, a thoroughfare for tourists.Save this picture!Throughout the design and building process, BKA Architecture effectively managed a range of sub-consultants and stakeholders. The JV3 Energy modelling assessment undertaken in the early design stages informed a flexible and cost-effective design with increased energy performance. Sub-consultants collaborated with BKA and one another to meet deadlines at different stages of the design process, producing a high-quality outcome that adds value to both the local and wider community.Save this picture! Project gallerySee allShow less Project locationAddress:Singleton, AustraliaLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeBKA ArchitectureOffice••• Published on May 21, 2025Cite: "Singleton Arts and Cultural Centre / BKA Architecture" 21 May 2025. ArchDaily. Accessed . <https://www.archdaily.com/1030200/mudgee-arts-precinct-bka-architecture&gt ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
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  • Mastering Collision in Unreal Engine 5: Quick Tips #shorts

    In this clip, we dive into the intricacies of collision settings in Unreal Engine 5. Learn how to adjust bounce and randomization for more realistic effects in your projects! Perfect for game developers looking to enhance their VFX skills. Don't miss out on these essential tips!#UnrealEngine #GameDev #VFX #Niagara #UE5
    #mastering #collision #unreal #engine #quick
    Mastering Collision in Unreal Engine 5: Quick Tips #shorts
    In this clip, we dive into the intricacies of collision settings in Unreal Engine 5. Learn how to adjust bounce and randomization for more realistic effects in your projects! Perfect for game developers looking to enhance their VFX skills. Don't miss out on these essential tips!#UnrealEngine #GameDev #VFX #Niagara #UE5 #mastering #collision #unreal #engine #quick
    Mastering Collision in Unreal Engine 5: Quick Tips #shorts
    www.youtube.com
    In this clip, we dive into the intricacies of collision settings in Unreal Engine 5. Learn how to adjust bounce and randomization for more realistic effects in your projects! Perfect for game developers looking to enhance their VFX skills. Don't miss out on these essential tips!#UnrealEngine #GameDev #VFX #Niagara #UE5
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • Antimalarial-treated bed nets could stop parasites developing in mosquitoes

    Nature, Published online: 21 May 2025; doi:10.1038/d41586-025-01609-8In a fresh approach to blocking transmission of the malaria parasite by mosquitoes, potent antimalarial compounds that kill parasites in mosquitoes are incorporated into bed-net prototypes. Exposure to the compounds through bed-net contact prevents parasite development, even when infection takes place four days later.
    #antimalarialtreated #bed #nets #could #stop
    Antimalarial-treated bed nets could stop parasites developing in mosquitoes
    Nature, Published online: 21 May 2025; doi:10.1038/d41586-025-01609-8In a fresh approach to blocking transmission of the malaria parasite by mosquitoes, potent antimalarial compounds that kill parasites in mosquitoes are incorporated into bed-net prototypes. Exposure to the compounds through bed-net contact prevents parasite development, even when infection takes place four days later. #antimalarialtreated #bed #nets #could #stop
    Antimalarial-treated bed nets could stop parasites developing in mosquitoes
    www.nature.com
    Nature, Published online: 21 May 2025; doi:10.1038/d41586-025-01609-8In a fresh approach to blocking transmission of the malaria parasite by mosquitoes, potent antimalarial compounds that kill parasites in mosquitoes are incorporated into bed-net prototypes. Exposure to the compounds through bed-net contact prevents parasite development, even when infection takes place four days later.
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • 33-inch-long 'woolly' mountain rat caught on camera for first time ever

    The world's second-biggest rat species — a gargantuan woolly beast — was caught on camera in the mountains of New Guinea.
    #33inchlong #039woolly039 #mountain #rat #caught
    33-inch-long 'woolly' mountain rat caught on camera for first time ever
    The world's second-biggest rat species — a gargantuan woolly beast — was caught on camera in the mountains of New Guinea. #33inchlong #039woolly039 #mountain #rat #caught
    33-inch-long 'woolly' mountain rat caught on camera for first time ever
    www.livescience.com
    The world's second-biggest rat species — a gargantuan woolly beast — was caught on camera in the mountains of New Guinea.
    0 Σχόλια ·0 Μοιράστηκε ·0 Προεπισκόπηση
  • Realme Buds Air 7 Pro Global Launch Set for May 27; Colours, Key Features Revealed

    Photo Credit: Realme Realme Buds Air 7 Pro will come in Fiery Red, Glory Beige, Metallic Grey, and Racing Green shades

    Highlights

    Realme Buds Air 7 Pro will support up to 53dB ANC
    The TWS earphones will have an IP55-rated dust and splash-resistant build
    The Realme Buds Air 7 Pro will support LHDC audio codec

    Advertisement

    Realme Buds Air 7 Pro were unveiled in China in April. The TWS earphones will soon be available in global markets, including India. Realme has confirmed the design, colour options, and key features of the audio wearables. Notably, the global variant will come with slightly different specifications than its Chinese counterpart. While in China, the headsets are claimed to offer a total battery life of up to 55 hours, the global version is said to provide up to 48 hours of total playback time on a single charge.Realme Buds Air 7 Pro Global Launch: All We KnowThe Realme Buds Air 7 Pro will launch globally, as well as in India, on May 27 at 1:30PM IST during an event in Paris, the company revealed in an X post. In a press release, Realme added that the headphones will be available for purchase in the country via the official e-store, Amazon, Flipkart, Myntra and select offline retail stores.The global variant of the Realme Buds Air 7 Pro will come in Fiery Red, Glory Beige, Metallic Grey, and Racing Green shades. The design appears to be similar to the Chinese model. The earphones sport an in-ear design with rounded stems and are placed within a clamshell case.Realme claims that the global version of the Buds Air 7 Pro TWS earphones will support up to 53dB active noise cancellation, LHDC codec, spatial audio, and a low-latency mode. The earphones will come with a Hi-Res Audio certification and Bluetooth 5.4 connectivity. The Realme Buds Air 7 Pro TWS earphones will be equipped with 11mm and 6mm dual-dac driver setup and a "premium aviation aluminium design." They will come with an AI-backed Live Translator feature, which is said to support 34 languages. 

    Together with the case, the Realme Buds Air 7 Pro TWS earphones are claimed to offer up to 48 hours of playback time. However, with LHDC enabled, they are said to last for up to 28 hours. Meanwhile, a 10-minute quick-charge is said to offer up to 11 hours of battery life. The company added that each earbuds will weigh 4.89g and have an IP55 rating for dust and splash resistance. 
    KEY SPECSNEWSHeadphone Type In-EarMicrophone YesConnectivity True Wireless StereoType EarphonesMore Realme Headphones & Headset

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    Further reading:
    Realme Buds Air 7 Pro, Realme Buds Air 7 Pro India Launch, Realme Buds Air 7 Pro Specifications, Realme

    Sucharita Ganguly

    Sucharita is a writer with Gadgets 360 and is mostly found playing with her cat in her free time. She has previously worked at breaking news desks across organizations. Powered by coffee, The Beatles, Bowie, and her newfound love for BTS, she aims to work towards contributing to a better media environment for women and queer folk.
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    #realme #buds #air #pro #global
    Realme Buds Air 7 Pro Global Launch Set for May 27; Colours, Key Features Revealed
    Photo Credit: Realme Realme Buds Air 7 Pro will come in Fiery Red, Glory Beige, Metallic Grey, and Racing Green shades Highlights Realme Buds Air 7 Pro will support up to 53dB ANC The TWS earphones will have an IP55-rated dust and splash-resistant build The Realme Buds Air 7 Pro will support LHDC audio codec Advertisement Realme Buds Air 7 Pro were unveiled in China in April. The TWS earphones will soon be available in global markets, including India. Realme has confirmed the design, colour options, and key features of the audio wearables. Notably, the global variant will come with slightly different specifications than its Chinese counterpart. While in China, the headsets are claimed to offer a total battery life of up to 55 hours, the global version is said to provide up to 48 hours of total playback time on a single charge.Realme Buds Air 7 Pro Global Launch: All We KnowThe Realme Buds Air 7 Pro will launch globally, as well as in India, on May 27 at 1:30PM IST during an event in Paris, the company revealed in an X post. In a press release, Realme added that the headphones will be available for purchase in the country via the official e-store, Amazon, Flipkart, Myntra and select offline retail stores.The global variant of the Realme Buds Air 7 Pro will come in Fiery Red, Glory Beige, Metallic Grey, and Racing Green shades. The design appears to be similar to the Chinese model. The earphones sport an in-ear design with rounded stems and are placed within a clamshell case.Realme claims that the global version of the Buds Air 7 Pro TWS earphones will support up to 53dB active noise cancellation, LHDC codec, spatial audio, and a low-latency mode. The earphones will come with a Hi-Res Audio certification and Bluetooth 5.4 connectivity. The Realme Buds Air 7 Pro TWS earphones will be equipped with 11mm and 6mm dual-dac driver setup and a "premium aviation aluminium design." They will come with an AI-backed Live Translator feature, which is said to support 34 languages.  Together with the case, the Realme Buds Air 7 Pro TWS earphones are claimed to offer up to 48 hours of playback time. However, with LHDC enabled, they are said to last for up to 28 hours. Meanwhile, a 10-minute quick-charge is said to offer up to 11 hours of battery life. The company added that each earbuds will weigh 4.89g and have an IP55 rating for dust and splash resistance.  KEY SPECSNEWSHeadphone Type In-EarMicrophone YesConnectivity True Wireless StereoType EarphonesMore Realme Headphones & Headset For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Realme Buds Air 7 Pro, Realme Buds Air 7 Pro India Launch, Realme Buds Air 7 Pro Specifications, Realme Sucharita Ganguly Sucharita is a writer with Gadgets 360 and is mostly found playing with her cat in her free time. She has previously worked at breaking news desks across organizations. Powered by coffee, The Beatles, Bowie, and her newfound love for BTS, she aims to work towards contributing to a better media environment for women and queer folk. More Related Stories #realme #buds #air #pro #global
    Realme Buds Air 7 Pro Global Launch Set for May 27; Colours, Key Features Revealed
    www.gadgets360.com
    Photo Credit: Realme Realme Buds Air 7 Pro will come in Fiery Red, Glory Beige, Metallic Grey, and Racing Green shades Highlights Realme Buds Air 7 Pro will support up to 53dB ANC The TWS earphones will have an IP55-rated dust and splash-resistant build The Realme Buds Air 7 Pro will support LHDC audio codec Advertisement Realme Buds Air 7 Pro were unveiled in China in April. The TWS earphones will soon be available in global markets, including India. Realme has confirmed the design, colour options, and key features of the audio wearables. Notably, the global variant will come with slightly different specifications than its Chinese counterpart. While in China, the headsets are claimed to offer a total battery life of up to 55 hours, the global version is said to provide up to 48 hours of total playback time on a single charge.Realme Buds Air 7 Pro Global Launch: All We KnowThe Realme Buds Air 7 Pro will launch globally, as well as in India, on May 27 at 1:30PM IST during an event in Paris, the company revealed in an X post. In a press release, Realme added that the headphones will be available for purchase in the country via the official e-store, Amazon, Flipkart, Myntra and select offline retail stores.The global variant of the Realme Buds Air 7 Pro will come in Fiery Red, Glory Beige, Metallic Grey, and Racing Green shades. The design appears to be similar to the Chinese model. The earphones sport an in-ear design with rounded stems and are placed within a clamshell case.Realme claims that the global version of the Buds Air 7 Pro TWS earphones will support up to 53dB active noise cancellation (ANC), LHDC codec, spatial audio, and a low-latency mode. The earphones will come with a Hi-Res Audio certification and Bluetooth 5.4 connectivity. The Realme Buds Air 7 Pro TWS earphones will be equipped with 11mm and 6mm dual-dac driver setup and a "premium aviation aluminium design." They will come with an AI-backed Live Translator feature, which is said to support 34 languages.  Together with the case, the Realme Buds Air 7 Pro TWS earphones are claimed to offer up to 48 hours of playback time. However, with LHDC enabled, they are said to last for up to 28 hours. Meanwhile, a 10-minute quick-charge is said to offer up to 11 hours of battery life. The company added that each earbuds will weigh 4.89g and have an IP55 rating for dust and splash resistance.  KEY SPECSNEWSHeadphone Type In-EarMicrophone YesConnectivity True Wireless Stereo (TWS)Type EarphonesMore Realme Headphones & Headset For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Realme Buds Air 7 Pro, Realme Buds Air 7 Pro India Launch, Realme Buds Air 7 Pro Specifications, Realme Sucharita Ganguly Sucharita is a writer with Gadgets 360 and is mostly found playing with her cat in her free time. She has previously worked at breaking news desks across organizations. Powered by coffee, The Beatles, Bowie, and her newfound love for BTS, she aims to work towards contributing to a better media environment for women and queer folk. More Related Stories
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  • Ask the Developer: Mario Kart World. Development started in 2017 for Switch, moved to Switch 2 after starting work on the Booster Course Pass.

    BY2K
    Membero Americo
    The Fallen

    Oct 25, 2017

    5,044

    Québec, Canada

    Ask the Developer Vol. 18: Mario Kart World — Part 1 - News - Nintendo Official Site

    This article has been translated from the original Japanese content. This interview was conducted before the game was released. In this 18th volume of Ask the Developer, an interview series in which developers convey in their own words Nintendo's th…

    www.nintendo.com

    - World's development started in late 2017 after ARMS was complete.
    - Started as a Switch 1 game before being moved to Switch 2 in 2020 after work on the Booster Course Pass for 8 Deluxe started to not compromise on the game's ambitions.
    - Would have been called Mario Kart 9 if the game was simply a follow-up to 8 Deluxe with new tracks.
    - Soundtrack uses more live instruments this time around.
    - The soundtracks includes 200 tracks, "all brand-new arrangements".
    - One day cycle is 24 minutes of in-game time.
    - Rail and Wall Riding was added to make driving between tracks less boring.
    - 100 tracks in the game if you count all the variable path between tracks.
    - Karts can be customized with stickers you find in Free Roam.

     

    Last edited: Today at 9:57 AM

    Neoxon
    Spotlighting Black Excellence - Diversity Analyst
    Member

    Oct 25, 2017

    93,490

    Houston, TX

    I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long.

    Also, EPD 9 specified Late 2017 for the start of development.

    EDIT: Or not, Tour was released in 2018. 

    Last edited: Today at 9:57 AM

    mrmickfran
    The Fallen

    Oct 27, 2017

    33,200

    Gongaga

    The soundtracks includes 200 tracks, "all brand-new arrangements".

    Click to expand...
    Click to shrink...

    Music to my ears 

    Finiri6143
    Member

    Mar 16, 2022

    3,251

    Neoxon said:

    I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long.

    Click to expand...
    Click to shrink...

    You think it would have been call MK10 in the current climate otherwise if they stuck to the traditional game formula? I don't think so.
     

    Bear
    Member

    Oct 25, 2017

    12,305

    Would not have guessed that this has been in the oven longer than GTA6 lol.
     

    Kevers
    The Fallen

    Oct 29, 2017

    15,882

    Syracuse, NY

    8 Years in Dev? Goddamn.
     

    Shoichi
    Member

    Jan 10, 2018

    12,476

    Hopefully they allow players to change what music is selected in the jukebox, guessing it's just an automatic selection

    So, what did you do with the music for modes like Free Roam, where the route isn't fixed?
    For other modes like Free Roam, we prepared lots of music in addition to course themes and made it so the game would automatically select the right track depending on the situation. During development, we called this the "jukebox." For this, we created lots of arrangements of music composed for past
    Asahi:Super Mario™ and Mario Kart games.

    You're not only rearranging the music but also revamping the mechanism for how the music is selected and played, right? You said you created a lot of musical tracks, but how many pieces did you end up with?
    Altogether, over 200 for the "jukebox." These are all brand-new arrangements, and we also did live recordings. We prepared pieces from quite a wide variety of musical genres. I believe those who are well-versed in video game music, as well as those who aren't, will enjoy listening to them.

    Asahi:
    Click to expand...
    Click to shrink...

     

    Bucca
    Banned

    Oct 25, 2017

    5,529

    Started in 2017? Christ alive they've been simmering this for a while
     

    ned_ballad
    One Winged Slayer
    Member

    Oct 25, 2017

    50,558

    Rochester, New York

    lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character

     

    NINTENDOTHEGOAT
    Member

    Mar 3, 2025

    7

    Can't wait easily my most anticipated game this year along with Donkey kong bananza.
     

    Neoxon
    Spotlighting Black Excellence - Diversity Analyst
    Member

    Oct 25, 2017

    93,490

    Houston, TX

    Bucca said:

    Started in 2017? Christ alive they've been simmering this for a while

    Click to expand...
    Click to shrink...

    They seem to have gotten straight to work after Dr. Coyle released for ARMS.
     

    cw_sasuke
    Member

    Oct 27, 2017

    29,988

    Damn, they been cooking for a while.
     

    DNAbro
    Member

    Oct 25, 2017

    30,050

    Here are the full quotes

    So, the various courses are interconnected. Could you tell us how development for this game got started?: We were thinking about what to do for the next
    YabukiMario Kart game even during the development of Mario Kart 8 Deluxe, and we began prototyping in March 2017. It was at the end of that year when we officially started work on it as a project. I felt that in Mario Kart 8 Deluxe, we were able to perfect the formula that we'd been following in the series up to that point, where players race on individual courses. That's why, this time, we wanted the gameplay to involve players driving around a large world, and we began creating a world map like this.

    When did you decide to move development of this game to Nintendo Switch 2? Yabuki-san first brought it up around 2020. Back then, we already had an idea of the next system's expected specs, but it wasn't until a bit later that we actually received working development units. Until then, we just had to proceed with development based on provisional estimates.
    Sato:

    This game has been in development for over 8 years which is insane. If people are wondering why we didn't get an original Mario Kart for Switch 1, we now know they tried. 

    ResidentDoom
    Member

    Sep 13, 2024

    147

    8 years seems excessive tbh

    It better deliver 

    finally
    Member

    Jul 22, 2019

    1,537

    for each year in development
     

    Finiri6143
    Member

    Mar 16, 2022

    3,251

    ResidentDoom said:

    8 years seems excessive tbh

    It better deliver
    Click to expand...
    Click to shrink...

    The chances of it not delivering is extremely low to be honest.
     

    Mr. Lemming
    Member

    Oct 25, 2017

    643

    ned_ballad said:

    lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character

    Click to expand...
    Click to shrink...

    "Ishikawa: Cow is actually a pivotal character in the Mario Kart series. " 

    mavericktopgun
    Member

    Oct 27, 2017

    5,447

    Can't wait to play this damn game!!!!
     

    Aleh
    Member

    Oct 27, 2017

    20,093

    Thank FUCK they didn't do another MK on Switch.
     

    RailWays
    One Winged Slayer
    Avenger

    Oct 25, 2017

    18,327

    BY2K said:

    - Soundtrack uses more live instruments this time around.

    - The soundtracks includes 200 tracks, "all brand-new arrangements".
    Click to expand...
    Click to shrink...

    I know this OST is about to be peak
     

    Lotus
    One Winged Slayer
    Member

    Oct 25, 2017

    124,059

    2017? Goddamn
     

    Jaded Alyx
    Editor-in-chief at SpecialCancel.com
    Verified

    Oct 25, 2017

    40,219

    The Duskbloods also started dev for the Switch
     

    JoJo'sDentCo
    Unshakable Resolve
    Member

    Oct 25, 2017

    9,277

    ResidentDoom said:

    8 years seems excessive tbh

    It better deliver
    Click to expand...
    Click to shrink...

    lol it will
     

    Stairouais
    One Winged Slayer
    Member

    Oct 25, 2017

    3,047

    France

    mrmickfran said:

    Music to my earsClick to expand...
    Click to shrink...

    Can't wait to have 15 of them on Nintendo music app 

    Zonic
    Member

    Oct 25, 2017

    37,022

    TWO HUNDRED SONGS?!

    If this is on par with the quality of MK8/D's soundtrack, this is gonna be OST of the year easily. 

    Truno
    Member

    Jan 16, 2020

    5,735

    ResidentDoom said:

    8 years seems excessive tbh

    It better deliver
    Click to expand...
    Click to shrink...

    8 years is not a good thing. It points to development issues 

    Zebesian-X
    Member

    Dec 3, 2018

    25,336

    8 years of development, That's how that works right?

    Super excited, it's crazy how long they had us on MK8 

    Bucca
    Banned

    Oct 25, 2017

    5,529

    Mr. Lemming said:

    "Ishikawa: Cow is actually a pivotal character in the Mario Kart series. "

    Click to expand...
    Click to shrink...

    They've been there when we needed them the most. Chilling in Moo Moo Meadows.
     

    Hollywood Duo
    Member

    Oct 25, 2017

    55,009

    Well considering 8 was a Wii U game they've been holding this back for fucking ever
     

    luminosity
    "This guy are sick"
    Member

    Oct 30, 2017

    1,673

    No wonder they want to recoup the money.
     

    Finiri6143
    Member

    Mar 16, 2022

    3,251

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    No it doesn't.
     

    Jahranimo
    Community Resettler
    Member

    Oct 25, 2017

    10,267

    I can believe it, that world looks incredibly expansive and different from anything the MK Team has done before.
     

    BaconHat
    One Winged Slayer
    Member

    Oct 25, 2017

    6,577

    ned_ballad said:

    lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character

    Click to expand...
    Click to shrink...

    Well, that's a new profile pic right here!
     

    NotLiquid
    One Winged Slayer
    Member

    Oct 25, 2017

    37,874

    ResidentDoom said:

    8 years seems excessive tbh

    It better deliver
    Click to expand...
    Click to shrink...

    Nintendo is pretty noted for having very long project incubation and ideation phases. Another recent example of that was Mario Wonder where they said they worked with a no deadlines approach.

    Obviously the EPD group worked on other stuff during that time like as well like Tour and the Booster Course expansions so it's unlikely it was an all-hands-on-deck type development schedule when they say they started in 2017. 

    ZeoVGM
    Member

    Oct 25, 2017

    84,753

    Providence, RI

    Neoxon said:

    I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long.

    Click to expand...
    Click to shrink...

    lol no, it would have been called MK9 because it is MK9.

    Tour was announced in January 2018. This quote should actually put an end to that silly MK9 debate. 

    Geg
    Member

    Oct 25, 2017

    6,606

    ned_ballad said:

    lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character

    Click to expand...
    Click to shrink...

    Not only that, it's what also gave them the idea to add all the other weird creatures as drivers. Truly a pivotal moment in development lol
     

    Neoxon
    Spotlighting Black Excellence - Diversity Analyst
    Member

    Oct 25, 2017

    93,490

    Houston, TX

    ZeoVGM said:

    lol no, it would have been called MK9 because it is MK9.

    Tour was announced in January 2018. This quote should actually put an end to that silly MK9 debate.
    Click to expand...
    Click to shrink...

    Then yeah, that answers it.
     

    Lee Morris
    Member

    Oct 28, 2017

    3,894

    I doubt they have been seriously developing on it for the last few years. I imagine the bulk of the team have moved onto the next game.

    I was only thinking about the music this morning. 200 tracks means it shouldn't feel too repetitive. Can't wait 

    Lukar
    Unshakable Resolve - Prophet of Truth
    Member

    Oct 27, 2017

    28,242

    BY2K said:

    - Soundtrack uses more live instruments this time around.

    - The soundtracks includes 200 tracks, "all brand-new arrangements".
    Click to expand...
    Click to shrink...

    Nintendo Music App please come in clutch in two weeks
     

    --R
    Being sued right now, please help me find a lawyer
    Member

    Oct 25, 2017

    15,562

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    It doesn't. They were prototyping in 2017 and tried to make the game work on the first Switch, but it didn't so they moved to the successor.
     

    RPG_Fanatic
    Member

    Oct 25, 2017

    4,805

    ned_ballad said:

    lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character

    Click to expand...
    Click to shrink...

    Now I want this picture to be plastered on a random billboard in Mario kart World.
     

    Lightsong
    Member

    Nov 11, 2022

    9,416

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    The issue was the Switch being too weak, lol. They pushed it to Switch 2. It's in the article. No need for concern trolling.
     

    RandomlyRandom67
    Member

    Jul 7, 2023

    2,660

    price tag makes sense now!
     

    PucePikmin
    Member

    Apr 26, 2018

    5,355

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    Don't know about that. They had to re-focus and re-scope the game for Switch 2 midway through, which would have added more work. Then, once it was clear MKW was going to be the big Switch 2 launch game, its release got pushed back as the release of Switch 2 also got pushed back. They probably could have released some version of their original vision on the Switch 1 in a lot less than 8 years. 

    AuthenticM
    Son Altesse Sérénissime
    The Fallen

    Oct 25, 2017

    35,157

    Hopefully they have since learned that the next Mario Kart should be a launch title for the next system.
     

    poptire
    Avatar Wrecking Crew
    The Fallen

    Oct 25, 2017

    15,505

    I am so happy you can customize the karts with stickers I don't know why
     

    Neoxon
    Spotlighting Black Excellence - Diversity Analyst
    Member

    Oct 25, 2017

    93,490

    Houston, TX

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    Yeah, & they very clearly stated what it was: The Switch 1's hardware limitations
     

    cw_sasuke
    Member

    Oct 27, 2017

    29,988

    Open World Mario Kart on Switch 1 would probably have had a hard time looking as good and perform as well as MK8D, so they just developed it for Switch 2. It makes sense.

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    Or no/less crunch while being more experimental and having much more content Day 1 than past titles.
     

    Shoichi
    Member

    Jan 10, 2018

    12,476

    Truno said:

    8 years is not a good thing. It points to development issues

    Click to expand...
    Click to shrink...

    They pushed development to the Switch 2, so it then became a result of when the systems release date was going to be instead
     

    Lotus
    One Winged Slayer
    Member

    Oct 25, 2017

    124,059

    Geg said:

    Not only that, it's what also gave them the idea to add all the other weird creatures as drivers. Truly a pivotal moment in development lol

    Click to expand...
    Click to shrink...

    I love that the Cow wasn't just a meme everyone glomped on, but that even the devs singled it out 
    #ask #developer #mario #kart #world
    Ask the Developer: Mario Kart World. Development started in 2017 for Switch, moved to Switch 2 after starting work on the Booster Course Pass.
    BY2K Membero Americo The Fallen Oct 25, 2017 5,044 Québec, Canada Ask the Developer Vol. 18: Mario Kart World — Part 1 - News - Nintendo Official Site This article has been translated from the original Japanese content. This interview was conducted before the game was released. In this 18th volume of Ask the Developer, an interview series in which developers convey in their own words Nintendo's th… www.nintendo.com - World's development started in late 2017 after ARMS was complete. - Started as a Switch 1 game before being moved to Switch 2 in 2020 after work on the Booster Course Pass for 8 Deluxe started to not compromise on the game's ambitions. - Would have been called Mario Kart 9 if the game was simply a follow-up to 8 Deluxe with new tracks. - Soundtrack uses more live instruments this time around. - The soundtracks includes 200 tracks, "all brand-new arrangements". - One day cycle is 24 minutes of in-game time. - Rail and Wall Riding was added to make driving between tracks less boring. - 100 tracks in the game if you count all the variable path between tracks. - Karts can be customized with stickers you find in Free Roam.   Last edited: Today at 9:57 AM Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long. Also, EPD 9 specified Late 2017 for the start of development. EDIT: Or not, Tour was released in 2018.  Last edited: Today at 9:57 AM mrmickfran The Fallen Oct 27, 2017 33,200 Gongaga The soundtracks includes 200 tracks, "all brand-new arrangements". Click to expand... Click to shrink... Music to my ears  Finiri6143 Member Mar 16, 2022 3,251 Neoxon said: I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long. Click to expand... Click to shrink... You think it would have been call MK10 in the current climate otherwise if they stuck to the traditional game formula? I don't think so.   Bear Member Oct 25, 2017 12,305 Would not have guessed that this has been in the oven longer than GTA6 lol.   Kevers The Fallen Oct 29, 2017 15,882 Syracuse, NY 8 Years in Dev? Goddamn.   Shoichi Member Jan 10, 2018 12,476 Hopefully they allow players to change what music is selected in the jukebox, guessing it's just an automatic selection So, what did you do with the music for modes like Free Roam, where the route isn't fixed? For other modes like Free Roam, we prepared lots of music in addition to course themes and made it so the game would automatically select the right track depending on the situation. During development, we called this the "jukebox." For this, we created lots of arrangements of music composed for past Asahi:Super Mario™ and Mario Kart games. You're not only rearranging the music but also revamping the mechanism for how the music is selected and played, right? You said you created a lot of musical tracks, but how many pieces did you end up with? Altogether, over 200 for the "jukebox." These are all brand-new arrangements, and we also did live recordings. We prepared pieces from quite a wide variety of musical genres. I believe those who are well-versed in video game music, as well as those who aren't, will enjoy listening to them. Asahi: Click to expand... Click to shrink...   Bucca Banned Oct 25, 2017 5,529 Started in 2017? Christ alive they've been simmering this for a while   ned_ballad One Winged Slayer Member Oct 25, 2017 50,558 Rochester, New York lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character   NINTENDOTHEGOAT Member Mar 3, 2025 7 Can't wait easily my most anticipated game this year along with Donkey kong bananza.   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX Bucca said: Started in 2017? Christ alive they've been simmering this for a while Click to expand... Click to shrink... They seem to have gotten straight to work after Dr. Coyle released for ARMS.   cw_sasuke Member Oct 27, 2017 29,988 Damn, they been cooking for a while.   DNAbro Member Oct 25, 2017 30,050 Here are the full quotes So, the various courses are interconnected. Could you tell us how development for this game got started?: We were thinking about what to do for the next YabukiMario Kart game even during the development of Mario Kart 8 Deluxe, and we began prototyping in March 2017. It was at the end of that year when we officially started work on it as a project. I felt that in Mario Kart 8 Deluxe, we were able to perfect the formula that we'd been following in the series up to that point, where players race on individual courses. That's why, this time, we wanted the gameplay to involve players driving around a large world, and we began creating a world map like this. When did you decide to move development of this game to Nintendo Switch 2? Yabuki-san first brought it up around 2020. Back then, we already had an idea of the next system's expected specs, but it wasn't until a bit later that we actually received working development units. Until then, we just had to proceed with development based on provisional estimates. Sato: This game has been in development for over 8 years which is insane. If people are wondering why we didn't get an original Mario Kart for Switch 1, we now know they tried.  ResidentDoom Member Sep 13, 2024 147 8 years seems excessive tbh It better deliver  finally Member Jul 22, 2019 1,537 for each year in development   Finiri6143 Member Mar 16, 2022 3,251 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... The chances of it not delivering is extremely low to be honest.   Mr. Lemming Member Oct 25, 2017 643 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... "Ishikawa: Cow is actually a pivotal character in the Mario Kart series. "  mavericktopgun Member Oct 27, 2017 5,447 Can't wait to play this damn game!!!!   Aleh Member Oct 27, 2017 20,093 Thank FUCK they didn't do another MK on Switch.   RailWays One Winged Slayer Avenger Oct 25, 2017 18,327 BY2K said: - Soundtrack uses more live instruments this time around. - The soundtracks includes 200 tracks, "all brand-new arrangements". Click to expand... Click to shrink... I know this OST is about to be peak   Lotus One Winged Slayer Member Oct 25, 2017 124,059 2017? Goddamn   Jaded Alyx Editor-in-chief at SpecialCancel.com Verified Oct 25, 2017 40,219 The Duskbloods also started dev for the Switch   JoJo'sDentCo Unshakable Resolve Member Oct 25, 2017 9,277 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... lol it will   Stairouais One Winged Slayer Member Oct 25, 2017 3,047 France mrmickfran said: Music to my earsClick to expand... Click to shrink... Can't wait to have 15 of them on Nintendo music app  Zonic Member Oct 25, 2017 37,022 TWO HUNDRED SONGS?! If this is on par with the quality of MK8/D's soundtrack, this is gonna be OST of the year easily.  Truno Member Jan 16, 2020 5,735 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... 8 years is not a good thing. It points to development issues  Zebesian-X Member Dec 3, 2018 25,336 8 years of development, That's how that works right? Super excited, it's crazy how long they had us on MK8  Bucca Banned Oct 25, 2017 5,529 Mr. Lemming said: "Ishikawa: Cow is actually a pivotal character in the Mario Kart series. " Click to expand... Click to shrink... They've been there when we needed them the most. Chilling in Moo Moo Meadows.   Hollywood Duo Member Oct 25, 2017 55,009 Well considering 8 was a Wii U game they've been holding this back for fucking ever   luminosity "This guy are sick" Member Oct 30, 2017 1,673 No wonder they want to recoup the money.   Finiri6143 Member Mar 16, 2022 3,251 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... No it doesn't.   Jahranimo Community Resettler Member Oct 25, 2017 10,267 I can believe it, that world looks incredibly expansive and different from anything the MK Team has done before.   BaconHat One Winged Slayer Member Oct 25, 2017 6,577 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... Well, that's a new profile pic right here!   NotLiquid One Winged Slayer Member Oct 25, 2017 37,874 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... Nintendo is pretty noted for having very long project incubation and ideation phases. Another recent example of that was Mario Wonder where they said they worked with a no deadlines approach. Obviously the EPD group worked on other stuff during that time like as well like Tour and the Booster Course expansions so it's unlikely it was an all-hands-on-deck type development schedule when they say they started in 2017.  ZeoVGM Member Oct 25, 2017 84,753 Providence, RI Neoxon said: I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long. Click to expand... Click to shrink... lol no, it would have been called MK9 because it is MK9. Tour was announced in January 2018. This quote should actually put an end to that silly MK9 debate.  Geg Member Oct 25, 2017 6,606 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... Not only that, it's what also gave them the idea to add all the other weird creatures as drivers. Truly a pivotal moment in development lol   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX ZeoVGM said: lol no, it would have been called MK9 because it is MK9. Tour was announced in January 2018. This quote should actually put an end to that silly MK9 debate. Click to expand... Click to shrink... Then yeah, that answers it.   Lee Morris Member Oct 28, 2017 3,894 I doubt they have been seriously developing on it for the last few years. I imagine the bulk of the team have moved onto the next game. I was only thinking about the music this morning. 200 tracks means it shouldn't feel too repetitive. Can't wait  Lukar Unshakable Resolve - Prophet of Truth Member Oct 27, 2017 28,242 BY2K said: - Soundtrack uses more live instruments this time around. - The soundtracks includes 200 tracks, "all brand-new arrangements". Click to expand... Click to shrink... Nintendo Music App please come in clutch in two weeks 🙏   --R Being sued right now, please help me find a lawyer Member Oct 25, 2017 15,562 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... It doesn't. They were prototyping in 2017 and tried to make the game work on the first Switch, but it didn't so they moved to the successor.   RPG_Fanatic Member Oct 25, 2017 4,805 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... Now I want this picture to be plastered on a random billboard in Mario kart World.   Lightsong Member Nov 11, 2022 9,416 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... The issue was the Switch being too weak, lol. They pushed it to Switch 2. It's in the article. No need for concern trolling.   RandomlyRandom67 Member Jul 7, 2023 2,660 price tag makes sense now!   PucePikmin Member Apr 26, 2018 5,355 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... Don't know about that. They had to re-focus and re-scope the game for Switch 2 midway through, which would have added more work. Then, once it was clear MKW was going to be the big Switch 2 launch game, its release got pushed back as the release of Switch 2 also got pushed back. They probably could have released some version of their original vision on the Switch 1 in a lot less than 8 years.  AuthenticM Son Altesse Sérénissime The Fallen Oct 25, 2017 35,157 Hopefully they have since learned that the next Mario Kart should be a launch title for the next system.   poptire Avatar Wrecking Crew The Fallen Oct 25, 2017 15,505 I am so happy you can customize the karts with stickers I don't know why   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... Yeah, & they very clearly stated what it was: The Switch 1's hardware limitations   cw_sasuke Member Oct 27, 2017 29,988 Open World Mario Kart on Switch 1 would probably have had a hard time looking as good and perform as well as MK8D, so they just developed it for Switch 2. It makes sense. Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... Or no/less crunch while being more experimental and having much more content Day 1 than past titles.   Shoichi Member Jan 10, 2018 12,476 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... They pushed development to the Switch 2, so it then became a result of when the systems release date was going to be instead   Lotus One Winged Slayer Member Oct 25, 2017 124,059 Geg said: Not only that, it's what also gave them the idea to add all the other weird creatures as drivers. Truly a pivotal moment in development lol Click to expand... Click to shrink... I love that the Cow wasn't just a meme everyone glomped on, but that even the devs singled it out  #ask #developer #mario #kart #world
    Ask the Developer: Mario Kart World. Development started in 2017 for Switch, moved to Switch 2 after starting work on the Booster Course Pass.
    www.resetera.com
    BY2K Membero Americo The Fallen Oct 25, 2017 5,044 Québec, Canada Ask the Developer Vol. 18: Mario Kart World — Part 1 - News - Nintendo Official Site This article has been translated from the original Japanese content. This interview was conducted before the game was released. In this 18th volume of Ask the Developer, an interview series in which developers convey in their own words Nintendo's th… www.nintendo.com - World's development started in late 2017 after ARMS was complete. - Started as a Switch 1 game before being moved to Switch 2 in 2020 after work on the Booster Course Pass for 8 Deluxe started to not compromise on the game's ambitions. - Would have been called Mario Kart 9 if the game was simply a follow-up to 8 Deluxe with new tracks. - Soundtrack uses more live instruments this time around. - The soundtracks includes 200 tracks, "all brand-new arrangements". - One day cycle is 24 minutes of in-game time. - Rail and Wall Riding was added to make driving between tracks less boring. - 100 tracks in the game if you count all the variable path between tracks. - Karts can be customized with stickers you find in Free Roam.   Last edited: Today at 9:57 AM Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long. Also, EPD 9 specified Late 2017 for the start of development (after ARMS's DLC was finished). EDIT: Or not, Tour was released in 2018.  Last edited: Today at 9:57 AM mrmickfran The Fallen Oct 27, 2017 33,200 Gongaga The soundtracks includes 200 tracks, "all brand-new arrangements". Click to expand... Click to shrink... Music to my ears (literally)  Finiri6143 Member Mar 16, 2022 3,251 Neoxon said: I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long. Click to expand... Click to shrink... You think it would have been call MK10 in the current climate otherwise if they stuck to the traditional game formula? I don't think so.   Bear Member Oct 25, 2017 12,305 Would not have guessed that this has been in the oven longer than GTA6 lol.   Kevers The Fallen Oct 29, 2017 15,882 Syracuse, NY 8 Years in Dev? Goddamn.   Shoichi Member Jan 10, 2018 12,476 Hopefully they allow players to change what music is selected in the jukebox, guessing it's just an automatic selection So, what did you do with the music for modes like Free Roam, where the route isn't fixed? For other modes like Free Roam, we prepared lots of music in addition to course themes and made it so the game would automatically select the right track depending on the situation. During development, we called this the "jukebox." For this, we created lots of arrangements of music composed for past Asahi:Super Mario™ and Mario Kart games. You're not only rearranging the music but also revamping the mechanism for how the music is selected and played, right? You said you created a lot of musical tracks, but how many pieces did you end up with? Altogether, over 200 for the "jukebox." These are all brand-new arrangements, and we also did live recordings. We prepared pieces from quite a wide variety of musical genres. I believe those who are well-versed in video game music, as well as those who aren't, will enjoy listening to them. Asahi: Click to expand... Click to shrink...   Bucca Banned Oct 25, 2017 5,529 Started in 2017? Christ alive they've been simmering this for a while   ned_ballad One Winged Slayer Member Oct 25, 2017 50,558 Rochester, New York lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character   NINTENDOTHEGOAT Member Mar 3, 2025 7 Can't wait easily my most anticipated game this year along with Donkey kong bananza.   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX Bucca said: Started in 2017? Christ alive they've been simmering this for a while Click to expand... Click to shrink... They seem to have gotten straight to work after Dr. Coyle released for ARMS.   cw_sasuke Member Oct 27, 2017 29,988 Damn, they been cooking for a while.   DNAbro Member Oct 25, 2017 30,050 Here are the full quotes So, the various courses are interconnected. Could you tell us how development for this game got started?: We were thinking about what to do for the next YabukiMario Kart game even during the development of Mario Kart 8 Deluxe, and we began prototyping in March 2017. It was at the end of that year when we officially started work on it as a project. I felt that in Mario Kart 8 Deluxe, we were able to perfect the formula that we'd been following in the series up to that point, where players race on individual courses. That's why, this time, we wanted the gameplay to involve players driving around a large world, and we began creating a world map like this. When did you decide to move development of this game to Nintendo Switch 2? Yabuki-san first brought it up around 2020. Back then, we already had an idea of the next system's expected specs, but it wasn't until a bit later that we actually received working development units. Until then, we just had to proceed with development based on provisional estimates. Sato: This game has been in development for over 8 years which is insane. If people are wondering why we didn't get an original Mario Kart for Switch 1, we now know they tried.  ResidentDoom Member Sep 13, 2024 147 8 years seems excessive tbh It better deliver  finally Member Jul 22, 2019 1,537 $10 for each year in development   Finiri6143 Member Mar 16, 2022 3,251 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... The chances of it not delivering is extremely low to be honest.   Mr. Lemming Member Oct 25, 2017 643 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... "Ishikawa: Cow is actually a pivotal character in the Mario Kart series. "  mavericktopgun Member Oct 27, 2017 5,447 Can't wait to play this damn game!!!!   Aleh Member Oct 27, 2017 20,093 Thank FUCK they didn't do another MK on Switch.   RailWays One Winged Slayer Avenger Oct 25, 2017 18,327 BY2K said: - Soundtrack uses more live instruments this time around. - The soundtracks includes 200 tracks, "all brand-new arrangements". Click to expand... Click to shrink... I know this OST is about to be peak   Lotus One Winged Slayer Member Oct 25, 2017 124,059 2017? Goddamn   Jaded Alyx Editor-in-chief at SpecialCancel.com Verified Oct 25, 2017 40,219 The Duskbloods also started dev for the Switch   JoJo'sDentCo Unshakable Resolve Member Oct 25, 2017 9,277 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... lol it will   Stairouais One Winged Slayer Member Oct 25, 2017 3,047 France mrmickfran said: Music to my ears (literally) Click to expand... Click to shrink... Can't wait to have 15 of them on Nintendo music app  Zonic Member Oct 25, 2017 37,022 TWO HUNDRED SONGS?! If this is on par with the quality of MK8/D's soundtrack, this is gonna be OST of the year easily.  Truno Member Jan 16, 2020 5,735 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... 8 years is not a good thing. It points to development issues  Zebesian-X Member Dec 3, 2018 25,336 8 years of development, $80. That's how that works right? Super excited, it's crazy how long they had us on MK8  Bucca Banned Oct 25, 2017 5,529 Mr. Lemming said: "Ishikawa: Cow is actually a pivotal character in the Mario Kart series. " Click to expand... Click to shrink... They've been there when we needed them the most. Chilling in Moo Moo Meadows.   Hollywood Duo Member Oct 25, 2017 55,009 Well considering 8 was a Wii U game they've been holding this back for fucking ever   luminosity "This guy are sick" Member Oct 30, 2017 1,673 No wonder they want to recoup the money.   Finiri6143 Member Mar 16, 2022 3,251 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... No it doesn't.   Jahranimo Community Resettler Member Oct 25, 2017 10,267 I can believe it, that world looks incredibly expansive and different from anything the MK Team has done before.   BaconHat One Winged Slayer Member Oct 25, 2017 6,577 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... Well, that's a new profile pic right here!   NotLiquid One Winged Slayer Member Oct 25, 2017 37,874 ResidentDoom said: 8 years seems excessive tbh It better deliver Click to expand... Click to shrink... Nintendo is pretty noted for having very long project incubation and ideation phases. Another recent example of that was Mario Wonder where they said they worked with a no deadlines approach. Obviously the EPD group worked on other stuff during that time like as well like Tour and the Booster Course expansions so it's unlikely it was an all-hands-on-deck type development schedule when they say they started in 2017.  ZeoVGM Member Oct 25, 2017 84,753 Providence, RI Neoxon said: I guess the MK9 part was before Tour became a finalized thing. Still, makes sense that such an ambitious game took so long. Click to expand... Click to shrink... lol no, it would have been called MK9 because it is MK9. Tour was announced in January 2018. This quote should actually put an end to that silly MK9 debate.  Geg Member Oct 25, 2017 6,606 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... Not only that, it's what also gave them the idea to add all the other weird creatures as drivers. Truly a pivotal moment in development lol   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX ZeoVGM said: lol no, it would have been called MK9 because it is MK9. Tour was announced in January 2018. This quote should actually put an end to that silly MK9 debate. Click to expand... Click to shrink... Then yeah, that answers it.   Lee Morris Member Oct 28, 2017 3,894 I doubt they have been seriously developing on it for the last few years. I imagine the bulk of the team have moved onto the next game. I was only thinking about the music this morning. 200 tracks means it shouldn't feel too repetitive. Can't wait  Lukar Unshakable Resolve - Prophet of Truth Member Oct 27, 2017 28,242 BY2K said: - Soundtrack uses more live instruments this time around. - The soundtracks includes 200 tracks, "all brand-new arrangements". Click to expand... Click to shrink... Nintendo Music App please come in clutch in two weeks 🙏   --R Being sued right now, please help me find a lawyer Member Oct 25, 2017 15,562 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... It doesn't. They were prototyping in 2017 and tried to make the game work on the first Switch, but it didn't so they moved to the successor.   RPG_Fanatic Member Oct 25, 2017 4,805 ned_ballad said: lol one dev just drew a cow in a truck as a silly thing and they ended up loving it so much they added the cow as a character Click to expand... Click to shrink... Now I want this picture to be plastered on a random billboard in Mario kart World.   Lightsong Member Nov 11, 2022 9,416 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... The issue was the Switch being too weak, lol. They pushed it to Switch 2. It's in the article. No need for concern trolling.   RandomlyRandom67 Member Jul 7, 2023 2,660 $80 price tag makes sense now!   PucePikmin Member Apr 26, 2018 5,355 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... Don't know about that. They had to re-focus and re-scope the game for Switch 2 midway through, which would have added more work. Then, once it was clear MKW was going to be the big Switch 2 launch game, its release got pushed back as the release of Switch 2 also got pushed back. They probably could have released some version of their original vision on the Switch 1 in a lot less than 8 years.  AuthenticM Son Altesse Sérénissime The Fallen Oct 25, 2017 35,157 Hopefully they have since learned that the next Mario Kart should be a launch title for the next system.   poptire Avatar Wrecking Crew The Fallen Oct 25, 2017 15,505 I am so happy you can customize the karts with stickers I don't know why   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 93,490 Houston, TX Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... Yeah, & they very clearly stated what it was: The Switch 1's hardware limitations   cw_sasuke Member Oct 27, 2017 29,988 Open World Mario Kart on Switch 1 would probably have had a hard time looking as good and perform as well as MK8D, so they just developed it for Switch 2. It makes sense. Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... Or no/less crunch while being more experimental and having much more content Day 1 than past titles.   Shoichi Member Jan 10, 2018 12,476 Truno said: 8 years is not a good thing. It points to development issues Click to expand... Click to shrink... They pushed development to the Switch 2, so it then became a result of when the systems release date was going to be instead   Lotus One Winged Slayer Member Oct 25, 2017 124,059 Geg said: Not only that, it's what also gave them the idea to add all the other weird creatures as drivers. Truly a pivotal moment in development lol Click to expand... Click to shrink... I love that the Cow wasn't just a meme everyone glomped on, but that even the devs singled it out 
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  • Former Bungie Developers Point To Leadership For The Studio’s Issues “Everything Happening To Bungie Is Because Of Greed”

    Former Bungie developers are speaking out about the problems Bungie is facing internally, and all signs point to leadership and structural issues following Sony's acquisition of Bungie, and a human resources department, or at least, a single member of that department, covering up internal issues of harassment for personal gain on their exit from the studio.
    Internal issues at Bungie, unfortunately, aren't anything new, but this latest slew of details comes from Destin Legarie, who published a video on his YouTube channel after speaking to former Bungie developers. Many of the comments are quite damning, and paint the picture of a Bungie that is not the same studio it once was when every first-person shooter fan on the planet couldn't wait to see what they would do next.
    No direct names were mentioned in the video as to who the former Bungie employees were calling out, everything was kept in more general terms with just the word 'leadership' being used to represent Bungie's top brass.
    All of this came about after Bungie was caught using artwork and/or art assets from another artist without their permission or crediting them for the fourth time in recent years.
    "Everything happening to Bungie is because of greed," a former Bungie developer told Legarie. Another quote went further, saying "Bungie's problem stem from a lack of player empathy, disconnected leadership, and a corporate-first culture."
    Another quote reads "Internal language shifted from 'studio,' 'games,' and 'players,' to 'company,' 'product,' and 'customers,' during the Sony acquisition," highlighting how the studio has seemingly shifted its viewpoint that making good games for players to enjoy is no longer the ultimate goal, and is instead making games that make as much money as possible.
    There have been negative stories about internal problems at the Destiny 2 developer for the past couple of years, and morale certainly can't be helped by the layoffs the studio has suffered. All of leadership might be part of the problem, which is what seems to be the speculation in this video, but as Legarie points out, the buck has to stop somewhere, and in the case of Bungie, that's with chief executive officer Pete Parsons.
    It's extremely unfortunate that the studio behind Halo and Destiny, two of the biggest shooter franchises in video game history, is facing all of this, and could see its end due to its allegedly greedy and inconsiderate leaders who have lost the plot, and the fact that if not for the studio making games that people wanted to play in the first place, none of them would be where they are.

    Deal of the Day
    #former #bungie #developers #point #leadership
    Former Bungie Developers Point To Leadership For The Studio’s Issues “Everything Happening To Bungie Is Because Of Greed”
    Former Bungie developers are speaking out about the problems Bungie is facing internally, and all signs point to leadership and structural issues following Sony's acquisition of Bungie, and a human resources department, or at least, a single member of that department, covering up internal issues of harassment for personal gain on their exit from the studio. Internal issues at Bungie, unfortunately, aren't anything new, but this latest slew of details comes from Destin Legarie, who published a video on his YouTube channel after speaking to former Bungie developers. Many of the comments are quite damning, and paint the picture of a Bungie that is not the same studio it once was when every first-person shooter fan on the planet couldn't wait to see what they would do next. No direct names were mentioned in the video as to who the former Bungie employees were calling out, everything was kept in more general terms with just the word 'leadership' being used to represent Bungie's top brass. All of this came about after Bungie was caught using artwork and/or art assets from another artist without their permission or crediting them for the fourth time in recent years. "Everything happening to Bungie is because of greed," a former Bungie developer told Legarie. Another quote went further, saying "Bungie's problem stem from a lack of player empathy, disconnected leadership, and a corporate-first culture." Another quote reads "Internal language shifted from 'studio,' 'games,' and 'players,' to 'company,' 'product,' and 'customers,' during the Sony acquisition," highlighting how the studio has seemingly shifted its viewpoint that making good games for players to enjoy is no longer the ultimate goal, and is instead making games that make as much money as possible. There have been negative stories about internal problems at the Destiny 2 developer for the past couple of years, and morale certainly can't be helped by the layoffs the studio has suffered. All of leadership might be part of the problem, which is what seems to be the speculation in this video, but as Legarie points out, the buck has to stop somewhere, and in the case of Bungie, that's with chief executive officer Pete Parsons. It's extremely unfortunate that the studio behind Halo and Destiny, two of the biggest shooter franchises in video game history, is facing all of this, and could see its end due to its allegedly greedy and inconsiderate leaders who have lost the plot, and the fact that if not for the studio making games that people wanted to play in the first place, none of them would be where they are. Deal of the Day #former #bungie #developers #point #leadership
    Former Bungie Developers Point To Leadership For The Studio’s Issues “Everything Happening To Bungie Is Because Of Greed”
    wccftech.com
    Former Bungie developers are speaking out about the problems Bungie is facing internally, and all signs point to leadership and structural issues following Sony's acquisition of Bungie, and a human resources department, or at least, a single member of that department, covering up internal issues of harassment for personal gain on their exit from the studio. Internal issues at Bungie, unfortunately, aren't anything new, but this latest slew of details comes from Destin Legarie, who published a video on his YouTube channel after speaking to former Bungie developers. Many of the comments are quite damning, and paint the picture of a Bungie that is not the same studio it once was when every first-person shooter fan on the planet couldn't wait to see what they would do next. No direct names were mentioned in the video as to who the former Bungie employees were calling out, everything was kept in more general terms with just the word 'leadership' being used to represent Bungie's top brass. All of this came about after Bungie was caught using artwork and/or art assets from another artist without their permission or crediting them for the fourth time in recent years. "Everything happening to Bungie is because of greed," a former Bungie developer told Legarie. Another quote went further, saying "Bungie's problem stem from a lack of player empathy, disconnected leadership, and a corporate-first culture." Another quote reads "Internal language shifted from 'studio,' 'games,' and 'players,' to 'company,' 'product,' and 'customers,' during the Sony acquisition," highlighting how the studio has seemingly shifted its viewpoint that making good games for players to enjoy is no longer the ultimate goal, and is instead making games that make as much money as possible. There have been negative stories about internal problems at the Destiny 2 developer for the past couple of years, and morale certainly can't be helped by the layoffs the studio has suffered. All of leadership might be part of the problem, which is what seems to be the speculation in this video, but as Legarie points out, the buck has to stop somewhere, and in the case of Bungie, that's with chief executive officer Pete Parsons. It's extremely unfortunate that the studio behind Halo and Destiny, two of the biggest shooter franchises in video game history, is facing all of this, and could see its end due to its allegedly greedy and inconsiderate leaders who have lost the plot, and the fact that if not for the studio making games that people wanted to play in the first place, none of them would be where they are. Deal of the Day
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  • Production Coordinator- Call of Duty Mobile at Activision

    Production Coordinator- Call of Duty MobileActivisionSanta Monica California 90405 United States of America48 minutes agoApplyJob Title:Production Coordinator- Call of Duty MobileRequisition ID:R025386Job Description:Job Title: Production CoordinatorReporting To: Senior ProducerDepartment: Mobile ProductionLocation: Santa Monica, CAYour MissionAs a Production Coordinator you will assist our Mobile Production team in achieving our quality and creative goals for Call of Duty: Mobile. You will work closely with our Product Managers and Producers to maintain milestone schedules, track feature and content status, and communicate team progress to the rest of the studio. The Production Coordinator will gain insight into our AAA game production processes and play a key role in facilitating those processes to provide our larger team with what they need to excel.What you bring to the tablePriorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities:Capture meeting notes and action itemsCreate and update Jira ticketsMonitor production deadlines and prioritiesCoordinate workflows between internal and external partner teamsMinimum RequirementsExperience1+ years of experience in game, film, or technology developmentExperience with Microsoft Word, Excel, OutlookKnowledge & SkillsGeneral understanding of project management fundamentalsExcellent verbal and written communicationSystem use/knowledgeKey AttributesDesire to pursue a career in game productionAbility to thrive in a challenging and ambiguous environmentTakes direction well and is calm under pressureExtra PointsExperienceExperience with a variety of project management toolsHas taken on a Producer/Project Manager role for a creative projectKnowledge & SkillsProficient in written and verbal MandarinKey AttributesPassionate about gaming across a variety of genres, especially mobile free-to-playOur WorldAt Activision, we strive to create the most iconic brands in gaming and entertainment. We’re driven by our mission to deliver unrivaled gaming experiences for the world to enjoy, together. We are home to some of the most beloved entertainment franchises including Call of Duty®, Crash Bandicoot™, Tony Hawk’s™ Pro Skater™, and Guitar Hero®. As a leading worldwide developer, publisher and distributor of interactive entertainment and products, our “press start” is simple: delight hundreds of millions of players around the world with innovative, fun, thrilling, and engaging entertainment experiences.We’re not just looking back at our decades-long legacy; we’re forging ahead to keep advancing gameplay with some of the most popular titles and sophisticated technology in the world. We have bold ambitions to create the most inclusive company as we know our success comes from the passionate, creative, and diverse teams within our organization.We’re in the business of delivering fun and unforgettable entertainment for our player community to enjoy. And our future opportunities have never been greater — this could be your opportunity to level up.The videogame industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.Ready to Activate Your Future?RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting / .In the U.S., the standard base pay range for this role is - Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable.

    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #production #coordinator #call #duty #mobile
    Production Coordinator- Call of Duty Mobile at Activision
    Production Coordinator- Call of Duty MobileActivisionSanta Monica California 90405 United States of America48 minutes agoApplyJob Title:Production Coordinator- Call of Duty MobileRequisition ID:R025386Job Description:Job Title: Production CoordinatorReporting To: Senior ProducerDepartment: Mobile ProductionLocation: Santa Monica, CAYour MissionAs a Production Coordinator you will assist our Mobile Production team in achieving our quality and creative goals for Call of Duty: Mobile. You will work closely with our Product Managers and Producers to maintain milestone schedules, track feature and content status, and communicate team progress to the rest of the studio. The Production Coordinator will gain insight into our AAA game production processes and play a key role in facilitating those processes to provide our larger team with what they need to excel.What you bring to the tablePriorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities:Capture meeting notes and action itemsCreate and update Jira ticketsMonitor production deadlines and prioritiesCoordinate workflows between internal and external partner teamsMinimum RequirementsExperience1+ years of experience in game, film, or technology developmentExperience with Microsoft Word, Excel, OutlookKnowledge & SkillsGeneral understanding of project management fundamentalsExcellent verbal and written communicationSystem use/knowledgeKey AttributesDesire to pursue a career in game productionAbility to thrive in a challenging and ambiguous environmentTakes direction well and is calm under pressureExtra PointsExperienceExperience with a variety of project management toolsHas taken on a Producer/Project Manager role for a creative projectKnowledge & SkillsProficient in written and verbal MandarinKey AttributesPassionate about gaming across a variety of genres, especially mobile free-to-playOur WorldAt Activision, we strive to create the most iconic brands in gaming and entertainment. We’re driven by our mission to deliver unrivaled gaming experiences for the world to enjoy, together. We are home to some of the most beloved entertainment franchises including Call of Duty®, Crash Bandicoot™, Tony Hawk’s™ Pro Skater™, and Guitar Hero®. As a leading worldwide developer, publisher and distributor of interactive entertainment and products, our “press start” is simple: delight hundreds of millions of players around the world with innovative, fun, thrilling, and engaging entertainment experiences.We’re not just looking back at our decades-long legacy; we’re forging ahead to keep advancing gameplay with some of the most popular titles and sophisticated technology in the world. We have bold ambitions to create the most inclusive company as we know our success comes from the passionate, creative, and diverse teams within our organization.We’re in the business of delivering fun and unforgettable entertainment for our player community to enjoy. And our future opportunities have never been greater — this could be your opportunity to level up.The videogame industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.Ready to Activate Your Future?RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting / .In the U.S., the standard base pay range for this role is - Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #production #coordinator #call #duty #mobile
    gamejobs.co
    Production Coordinator- Call of Duty MobileActivisionSanta Monica California 90405 United States of America48 minutes agoApplyJob Title:Production Coordinator- Call of Duty MobileRequisition ID:R025386Job Description:Job Title: Production CoordinatorReporting To: Senior ProducerDepartment: Mobile ProductionLocation: Santa Monica, CAYour MissionAs a Production Coordinator you will assist our Mobile Production team in achieving our quality and creative goals for Call of Duty: Mobile. You will work closely with our Product Managers and Producers to maintain milestone schedules, track feature and content status, and communicate team progress to the rest of the studio. The Production Coordinator will gain insight into our AAA game production processes and play a key role in facilitating those processes to provide our larger team with what they need to excel.What you bring to the tablePriorities can often change in a fast-paced environment like ours, so this role includes, but is not limited to, the following responsibilities:Capture meeting notes and action itemsCreate and update Jira ticketsMonitor production deadlines and prioritiesCoordinate workflows between internal and external partner teamsMinimum RequirementsExperience1+ years of experience in game, film, or technology developmentExperience with Microsoft Word, Excel, OutlookKnowledge & SkillsGeneral understanding of project management fundamentals (e.g. scheduling, tracking, reporting)Excellent verbal and written communicationSystem use/knowledge (e.g. presentation skills, C++ programming)Key AttributesDesire to pursue a career in game productionAbility to thrive in a challenging and ambiguous environmentTakes direction well and is calm under pressureExtra PointsExperienceExperience with a variety of project management tools (JIRA, Confluence, Shotgun, etc.)Has taken on a Producer/Project Manager role for a creative project (e.g. school project, indie game, etc.)Knowledge & SkillsProficient in written and verbal MandarinKey AttributesPassionate about gaming across a variety of genres, especially mobile free-to-playOur WorldAt Activision, we strive to create the most iconic brands in gaming and entertainment. We’re driven by our mission to deliver unrivaled gaming experiences for the world to enjoy, together. We are home to some of the most beloved entertainment franchises including Call of Duty®, Crash Bandicoot™, Tony Hawk’s™ Pro Skater™, and Guitar Hero®. As a leading worldwide developer, publisher and distributor of interactive entertainment and products, our “press start” is simple: delight hundreds of millions of players around the world with innovative, fun, thrilling, and engaging entertainment experiences.We’re not just looking back at our decades-long legacy; we’re forging ahead to keep advancing gameplay with some of the most popular titles and sophisticated technology in the world. We have bold ambitions to create the most inclusive company as we know our success comes from the passionate, creative, and diverse teams within our organization.We’re in the business of delivering fun and unforgettable entertainment for our player community to enjoy. And our future opportunities have never been greater — this could be your opportunity to level up.The videogame industry and therefore our business is fast-paced and will continue to evolve. As such, the duties and responsibilities of this role may be changed as directed by the Company at any time to promote and support our business and relationships with industry partners.We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! We are committed to creating a diverse and inclusive environment and strongly encourage you to apply.We are committed to working with and providing reasonable assistance to individuals with physical and mental disabilities. If you are a disabled individual requiring an accommodation to apply for an open position, please email your request to accommodationrequests@activisionblizzard.com. General employment questions cannot be accepted or processed here. Thank you for your interest.Ready to Activate Your Future?RewardsWe provide a suite of benefits that promote physical, emotional and financial well-being for ‘Every World’ - we’ve got our employees covered! Subject to eligibility requirements, the Company offers comprehensive benefits including:Medical, dental, vision, health savings account or health reimbursement account, healthcare spending accounts, dependent care spending accounts, life and AD&D insurance, disability insurance;401(k) with Company match, tuition reimbursement, charitable donation matching;Paid holidays and vacation, paid sick time, floating holidays, compassion and bereavement leaves, parental leave;Mental health & wellbeing programs, fitness programs, free and discounted games, and a variety of other voluntary benefit programs like supplemental life & disability, legal service, ID protection, rental insurance, and others;If the Company requires that you move geographic locations for the job, then you may also be eligible for relocation assistance.Eligibility to participate in these benefits may vary for part time and temporary full-time employees and interns with the Company. You can learn more by visiting https://www.benefitsforeveryworld.com/ .In the U.S., the standard base pay range for this role is $20.77 - $38.46 Hourly. These values reflect the expected base pay range of new hires across all U.S. locations. Ultimately, your specific range and offer will be based on several factors, including relevant experience, performance, and work location. Your Talent Professional can share this role’s range details for your local geography during the hiring process. In addition to a competitive base pay, employees in this role may be eligible for incentive compensation. Incentive compensation is not guaranteed. While we strive to provide competitive offers to successful candidates, new hire compensation is negotiable. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • Cattle Crisis [$5.00] [Shooter] [Windows] [macOS] [Linux]

    How to Play
    Cattle Crisis is an arcade shoot 'em up  game. Pilot your fighter jet to defeat evil aliens and save our precious cows! Cattle Crisis is a short game and currently features one level.
    Arrow keys - Move the jet X or M or V - Shoot
    Z or N or C - Hyper / BombYou can also use a controller

    System
    As you shoot enemies or collect , your meter will fill. Once it passes the halfway point, you can activate Hyper Mode by pressing the Hyper button. While in Hyper Mode, the meter gradually depletes. Taking a hit will end Hyper Mode, but you won’t lose a life. Pressing the Hyper button again during Hyper Mode unleashes a devastating bomb, which consumes half of the remaining meter—if any is left.
    Scoring
    Shooting enemies at close range increases your scoreand causes more to drop, allowing you to charge the meter faster.While in Hyper Mode, enemies drop instead of , which grant extra points. The value of each is shown in the top-right corner during Hyper Mode.Each enemy defeated in Hyper Mode increases the value.Activating a bomb turns all nearby bullets into additional .

    Video Series
    Cattle Crisis was created as part of a tutorial series on how to make an Advanced Shmup from scratch. If you also want to make a game like this check out the Lazy Devs Academy YouTube Channel!

    Credits
    This game was written and designed by Krystian Majewski, an Independent Developer and the host of the Lazy Devs Academy video channel.

    The music was composed by Sebastian Haßler, a music composer for film, TV and videogames.
    The cover illustration was created by Mag Draws.
    This project would have not been possible without the generous donations from my supporters on Ko-fi. Thank you!
    Special thanks also to all of the playtesters including: Aktane, Boghog, Indra_S, MasterCoding101, LokiStriker, Barend, TheGacko, SquidLight, Buster Ermy, mg1399, BrainOnOxygen, SkullDragger, Blixten, middleclassjoe, Chaz, otto: A Mush Man and others.
    Cattle Crisis was written entirely in Pico-8.More informationPurchaseBuy NowUSD or moreIn order to download this game you must purchase it at or above the
    minimum price of USD. You will get access to the following files:Development logVersion 1 19 days ago
    #cattle #crisis #shooter #windows #macos
    Cattle Crisis [$5.00] [Shooter] [Windows] [macOS] [Linux]
    How to Play Cattle Crisis is an arcade shoot 'em up  game. Pilot your fighter jet to defeat evil aliens and save our precious cows! Cattle Crisis is a short game and currently features one level. Arrow keys - Move the jet X or M or V - Shoot Z or N or C - Hyper / BombYou can also use a controller System As you shoot enemies or collect 🐄, your meter will fill. Once it passes the halfway point, you can activate Hyper Mode by pressing the Hyper button. While in Hyper Mode, the meter gradually depletes. Taking a hit will end Hyper Mode, but you won’t lose a life. Pressing the Hyper button again during Hyper Mode unleashes a devastating bomb, which consumes half of the remaining meter—if any is left. Scoring Shooting enemies at close range increases your scoreand causes more 🐄 to drop, allowing you to charge the meter faster.While in Hyper Mode, enemies drop ⭐ instead of 🐄, which grant extra points. The value of each ⭐ is shown in the top-right corner during Hyper Mode.Each enemy defeated in Hyper Mode increases the ⭐ value.Activating a bomb turns all nearby bullets into additional ⭐. Video Series Cattle Crisis was created as part of a tutorial series on how to make an Advanced Shmup from scratch. If you also want to make a game like this check out the Lazy Devs Academy YouTube Channel! Credits This game was written and designed by Krystian Majewski, an Independent Developer and the host of the Lazy Devs Academy video channel. The music was composed by Sebastian Haßler, a music composer for film, TV and videogames. The cover illustration was created by Mag Draws. This project would have not been possible without the generous donations from my supporters on Ko-fi. Thank you! Special thanks also to all of the playtesters including: Aktane, Boghog, Indra_S, MasterCoding101, LokiStriker, Barend, TheGacko, SquidLight, Buster Ermy, mg1399, BrainOnOxygen, SkullDragger, Blixten, middleclassjoe, Chaz, otto: A Mush Man and others. Cattle Crisis was written entirely in Pico-8.More informationPurchaseBuy NowUSD or moreIn order to download this game you must purchase it at or above the minimum price of USD. You will get access to the following files:Development logVersion 1 19 days ago #cattle #crisis #shooter #windows #macos
    Cattle Crisis [$5.00] [Shooter] [Windows] [macOS] [Linux]
    krystman.itch.io
    How to Play Cattle Crisis is an arcade shoot 'em up  game (Shmup). Pilot your fighter jet to defeat evil aliens and save our precious cows! Cattle Crisis is a short game and currently features one level. Arrow keys - Move the jet X or M or V - Shoot Z or N or C - Hyper / BombYou can also use a controller System As you shoot enemies or collect 🐄, your meter will fill. Once it passes the halfway point, you can activate Hyper Mode by pressing the Hyper button. While in Hyper Mode, the meter gradually depletes. Taking a hit will end Hyper Mode, but you won’t lose a life. Pressing the Hyper button again during Hyper Mode unleashes a devastating bomb, which consumes half of the remaining meter—if any is left. Scoring Shooting enemies at close range increases your score (up to 4×) and causes more 🐄 to drop, allowing you to charge the meter faster.While in Hyper Mode, enemies drop ⭐ instead of 🐄, which grant extra points. The value of each ⭐ is shown in the top-right corner during Hyper Mode.Each enemy defeated in Hyper Mode increases the ⭐ value.Activating a bomb turns all nearby bullets into additional ⭐. Video Series Cattle Crisis was created as part of a tutorial series on how to make an Advanced Shmup from scratch. If you also want to make a game like this check out the Lazy Devs Academy YouTube Channel! Credits This game was written and designed by Krystian Majewski, an Independent Developer and the host of the Lazy Devs Academy video channel. The music was composed by Sebastian Haßler, a music composer for film, TV and videogames. The cover illustration was created by Mag Draws. This project would have not been possible without the generous donations from my supporters on Ko-fi. Thank you! Special thanks also to all of the playtesters including: Aktane, Boghog, Indra_S, MasterCoding101, LokiStriker, Barend, TheGacko, SquidLight, Buster Ermy, mg1399, BrainOnOxygen, SkullDragger, Blixten, middleclassjoe, Chaz, otto: A Mush Man and others. Cattle Crisis was written entirely in Pico-8.More informationPurchaseBuy Now$5.00 USD or moreIn order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:Development logVersion 1 19 days ago
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